/Engine/Plugins/Experimental/ChaosCloth/Source/Chaos/Public/ChaosCloth/ChaosClothConfig.h
Holds initial, asset level config for clothing actors.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Collision), MinimalAPI) class UChaosClothConfig : public [UClothConfigCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothConfigCommon)
float
AngularVelocityScale
The amount of angular velocities sent to the local cloth space from the reference bone (the closest bone to the root on which the cloth section has been skinned, or the root itself if the cloth isn't skinned).
FChaosClothWeig...
AnimDriveDamping
The damping amount of the anim drive.
FChaosClothWeig...
AnimDriveStiffness
The strength of the constraint driving the cloth towards the animated goal mesh.
FChaosClothWeig...
AreaStiffnessWeighted
The stiffness of the surface area preservation constraints.
FChaosClothWeig...
BendingStiffnessWeighted
The Stiffness of cross segments and bending elements constraints.
float
BucklingRatio
Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of Bending Stiffness.
FChaosClothWeig...
BucklingStiffnessWeighted
Bending will use this stiffness instead of Bending Stiffness once the cloth has buckled, i.e., bent beyond a certain angle.
bool
bUseBendingElements
Enable the more accurate bending element constraints instead of the faster cross-edge spring constraints used for controlling bending stiffness.
bool
bUseCCD
Use continuous collision detection (CCD) to prevent any missed collisions between fast moving particles and colliders.
bool
bUseContinuousCollisionDetection
Enable continuous collision detection.
bool
bUseGeodesicDistance
Use geodesic instead of euclidean distance calculations for the Long Range Attachment constraint, which is slower at setup but more accurate at establishing the correct position and length of the tethers, and therefore is less prone to artifacts during the simulation.
bool
bUseGravityOverride
Use the config gravity value instead of world gravity.
bool
bUseLegacyBackstop
This parameter is automatically set by the migration code.
bool
bUsePointBasedWindModel
This parameter is automatically set by the migration code.
bool
bUseSelfCollisions
Enable self collision repulsion forces (point-face).
bool
bUseSelfIntersections
Enable self intersection resolution.
bool
bUseTetrahedralConstraints
Enable tetrahedral constraints.
bool
bUseThinShellVolumeConstraints
Enable thin shell volume constraints.
float
CollisionThickness
The added thickness of collision shapes.
float
DampingCoefficient
The amount of global damping applied to the cloth velocities, also known as point damping.
float
Density
The value used when Mass Mode is set to Density.
FChaosClothWeig...
Drag
The aerodynamic coefficient of drag applying on each particle.
FChaosClothWeig...
EdgeStiffnessWeighted
The Stiffness of segments constraints.
float
FictitiousAngularScale
The portion of the angular velocity that is used to calculate the strength of all fictitious forces (e.g. centrifugal force).
float
FrictionCoefficient
Friction coefficient for cloth - collider interaction.
FVector
Gravity
The gravitational acceleration vector [cm/s^2].
float
GravityScale
Scale factor applied to the world gravity and also to the clothing simulation interactor gravity. Does not affect the gravity if set using the override below.
FChaosClothWeig...
Lift
The aerodynamic coefficient of lift applying on each particle.
FVector
LinearVelocityScale
The amount of linear velocities sent to the local cloth space from the reference bone (the closest bone to the root on which the cloth section has been skinned, or the root itself if the cloth isn't skinned).
float
LocalDampingCoefficient
The amount of local damping applied to the cloth velocities.
EClothMassMode
MassMode
How cloth particle mass is determined
float
MinPerParticleMass
This is a lower bound to cloth particle masses.
FChaosClothWeig...
Pressure
Pressure force strength applied in the normal direction(use negative value to push toward backface) If an enabled Weight Map (Mask with values in the range [0;1]) targeting the "Pressure" is added to the cloth, then both the Low and High values will be used in conjunction with the per particle Weight stored in the Weight Map to interpolate the final value from them.
float
SelfCollisionFriction
Friction coefficient for cloth - cloth interaction.
float
SelfCollisionThickness
The radius of the spheres used in self collision.
float
ShapeTargetStiffness
The stiffness of the shape target constraints.
FChaosClothWeig...
TetherScale
The limit scale of the long range attachment constraints (aka tether limit).
FChaosClothWeig...
TetherStiffness
The tethers' stiffness of the long range attachment constraints.
float
TotalMass
The value used when Mass Mode is set to TotalMass.
float
UniformMass
The value used when the Mass Mode is set to Uniform Mass.
float
VolumeStiffness
The stiffness of the volume preservation constraints.